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		<title>three.js webgpu - mrt mask</title>
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - mrt mask
			<br>The mask is applied followed by a gaussian blur only on some selected materials.
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.webgpu.js",
					"three/tsl": "../build/three.webgpu.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';
			import { color, screenUV, mrt, output, gaussianBlur, pass, vec4 } from 'three/tsl';

			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

			let camera, scene, renderer;
			let postProcessing;
			let spheres, rotate = true;
			let mixer, clock;

			init();

			function init() {

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
				camera.position.set( 1, 2, 3 );

				scene = new THREE.Scene();
				scene.backgroundNode = screenUV.y.mix( color( 0x66bbff ), color( 0x4466ff ) ).mul( .05 );
				camera.lookAt( 0, 1, 0 );

				clock = new THREE.Clock();

				// lights

				const light = new THREE.SpotLight( 0xffffff, 1 );
				light.power = 2000;
				camera.add( light );
				scene.add( camera );

				const loader = new GLTFLoader();
				loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {

					const object = gltf.scene;
					mixer = new THREE.AnimationMixer( object );

					const material = object.children[ 0 ].children[ 0 ].material;

					// add glow effect
					material.mrtNode = mrt( { mask: output.add( 1 ) } );

					const action = mixer.clipAction( gltf.animations[ 0 ] );
					action.play();

					scene.add( object );

				} );

				// spheres

				const geometry = new THREE.SphereGeometry( .3, 32, 16 );

				spheres = new THREE.Group();
				scene.add( spheres );

				function addSphere( color, mrtNode = null ) {

					const distance = 1;
					const id = spheres.children.length;
					const rotation = THREE.MathUtils.degToRad( id * 90 );

					const material = new THREE.MeshStandardNodeMaterial( { color } );
					material.mrtNode = mrtNode;

					const mesh = new THREE.Mesh( geometry, material );
					mesh.position.set(
						Math.cos( rotation ) * distance,
						1,
						Math.sin( rotation ) * distance
					);

					spheres.add( mesh );

				}

				addSphere( 0x0000ff, mrt( { mask: output } ) );
				addSphere( 0x00ff00 );
				addSphere( 0xff0000 );
				addSphere( 0x00ffff );

				// renderer

				renderer = new THREE.WebGPURenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				renderer.toneMapping = THREE.NeutralToneMapping;
				renderer.toneMappingExposure = 0.4;
				document.body.appendChild( renderer.domElement );

				// post processing

				const scenePass = pass( scene, camera );
				scenePass.setMRT( mrt( {
					output: output.renderOutput(),
					mask: vec4( 0 ) // empty as default, custom materials can set this
				} ) );

				const colorPass = scenePass.getTextureNode();
				const maskPass = scenePass.getTextureNode( 'mask' );

				postProcessing = new THREE.PostProcessing( renderer );
				postProcessing.outputColorTransform = false;
				postProcessing.outputNode = colorPass.add( gaussianBlur( maskPass, 1, 10 ).mul( .3 ) ).renderOutput();

				// controls

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.target.set( 0, 1, 0 );
				controls.addEventListener( 'start', () => rotate = false );
				controls.addEventListener( 'end', () => rotate = true );
				controls.update();

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				const delta = clock.getDelta();

				if ( mixer ) mixer.update( delta );

				if ( rotate ) spheres.rotation.y += delta * 0.5;

				postProcessing.render();

			}

		</script>
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